# Fanaticism reduced to 3 ranks for 6/12/18% bonus and 10/20/30% threat reduction.
# Righteous Vengeance reduced to 3 ranks for 10/20/30%.
Slimming down talents is nice and I'm ok with balancing damage, however as others have said it feels a bit weird considering what was communicated to us has been the complete opposite (your damage is fine in Naxx, we want you to do the same on non-undead).
Further, I'm not sure what they're trying to achieve here with these changes specifically. These changes most heavily target Judgement damage which will result in a
statistical reduction in Judgement damage overall, but in no way a reduction to Judgement burst. Judgements are still going to hit like a truck.
Why are they pulling 10 levers seemingly in opposite directions?
# Auras will now persist through death.
Comfort improvements are always welcome, but while we're at it why not for Seals? Too radical? I don't see why they can't move us closer to the DK (presence/aura) model with Seals becoming Presences. Flavor is a weak argument if it's the "only" explanation for annoying mechanics and has no logic to support it.
# Improved Retribution Aura has been removed from the game.
# Improved Retribution Aura's effect has been merged into Sanctified Retribution (Tier 5).
Again while I like slimming down talents,
I hate inconsistencies.
Combining Ret Aura + Sanctified Retribution: Good.
Leaving Swift Retribution as a floater on its own: Bad.
Why does 3% more raid damage (and some silly thorns damage) cost 1 talent point, while 3% raid haste (which is definitely weaker for all damage dealing classes) cost 3 talent points? Fine it works for healing classes, but that's still a very big discrepancy. Doesn't that go against their usual logic about talent point worth? (You know that logic that caused them to change Vengeance up and down half a dozen times).
A combined talent for 3 points to increase raid damage and haste by 1% per talent point (and the silly thorns damage) would make a lot more sense if they want to maintain consistency.
Originally Posted by HamSlammer
EDIT: At closer inspection of the talent calculator on MMO-champ (grain of salt, etc) the 3% damage bonus from Sanctified Retribution applies to ALL auras, not just Retribution Aura.
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This is a nice way of making things more streamlined, it definitely helps against being forced to stick to one aura to gain the benefits of some talent (using devo or a resistance aura in arenas just got more viable), but again it breaks down with inconsistencies such as Swift Retribution, which seem to be Ret Aura only.
That is to say if auras were actually more useful than the "meh" buffs they are at the moment. I'm hoping some day we'll get an overhaul/some consolidation of the whole aura system.
Originally Posted by Azrealdnt
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Compared to current itemization the boots are on par with all the other plate boots (pretty much most of the current plate boots are the same +/- 5 DPS), while the belt is the new
"Best in Slot".
However, based on the armor value I'd estimate they're 226 itemlevel, which is the same as KT-25/Malygos-25 drops and I'm assuming regular Ulduar drops will be higher, so I doubt they'll be BiS compared to Ulduar drops.
Originally Posted by Alukard-Z28
I was just wondering if anyone caught that Crusade doesn't effect our damage against giants? I'm just assuming that a lot of the boss encounters in Ulduar will have something to do with a giant mob.
Also we lose the 1% damage to undead with the sense undead glyph, again assuming that Ulduar does not have undead mobs.
Another 4% damage gone?
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This could be a concern, you're correct. 4% less on giants will be noticeable (remember it's all multiplicative) especially if the whole instance turns to be Giant type (likely). Personally I think they should get rid of such flavor distinctions, they serve no purpose/fun and just frustrate people.
Originally Posted by Prinsesa
Glyph of Exorcism now increases Exorcism damage by 20%, instead of adding a 0 second interrupt. This was probably changed given Exorcism being castable on all players.
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We can write this up as a new mandatory Glyph, which means we're locked into always using Judgement, Consecration and this new Glyph. They should replace the Sense Undead minor glyph with this one as a minor and adjust abilities accordingly.
Feels sort of silly when you remember the original purpose of Glyphs was to provide flavor, now they're just cumbersome when respeccing (yea I have 5 specs not 2, if you count pvp).
Overall I'd say what we know so far is not necessarily bad, but it's riddled with inconsistencies and outdated mechanics where they're moving somewhat in the right direction, but stopping short of going the whole way and actually rectifying them.
Some more comments:
-Blessing of Sanctuary: I was hoping to see this one go, especially considering posts here and there about making some of the effects of BoSanc passive for some classes. It would go a long way into making blessing management more comfortable ("oh we got a prot paladin, wait let me re-arrange all the blessings and sort half a dozen 10 min blessings").
-Tons of free points: I'm assuming more is yet to come, but if it doesn't it means we'll have quite a few useless points after taking everything from Ret.
One good thing if they keep it this way: I can have "one" Ret spec instead of Ret PvE and Ret PvP and use my dual spec thingamajig to take Holy or Prot.
# Abolish Poison: Now ticks every 3 sec, up from every 2. Now lasts 12 sec., up from 8.
# Poison Cleansing Totem and Disease Cleansing Totem have been merged into "Cleansing Totem." Cleansing Totem pulses every 3 sec, down from 5.
# Abolish Disease: Now cleanses a disease every 3 sec, down from 5. Duration reduced from 20 seconds, down to 12 sec.
What about Cleanse? You know that one spell that has become almost useless. Many times I find continuing to do what I'm doing is more worthwhile then spending 10 GCDs doing nothing at all but trying to cleanse a cleanse resistant debuff/quickly stacking debuff. Cleansing against frost mages is futile.
It feels almost absurd that they're giving so much attention to these spells, while they leave the most broken of them unchanged. Hopeless case?
*New Talent* Decimation, Tier 8, 2 point talent - When you Shadowbolt or Incinerate a target that is at or below 35% health, the cast time of your next Soulfire is reduced by 30/60%. Lasts 10 sec.
Again, inconsistencies are ugly. Why is it ok for this to be activated at 35% where as HoW was changed to 20%?
Disclaimer: All the above are initial impressions/ideas to fuel discussion and I'm very well aware that a large chunk of information is missing/yet to come. Lets hope it meets some of the expectations above
